mirror of
https://github.com/worldforge/cyphesis
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76 lines
2.8 KiB
C++
76 lines
2.8 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2000,2001 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id$
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#ifndef RULESETS_BASE_MIND_H
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#define RULESETS_BASE_MIND_H
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#include "MemEntity.h"
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#include "MemMap.h"
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#include "modules/WorldTime.h"
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/// \brief This is core class for representing the mind of an AI entity.
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///
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/// Instances of this class almost always have an associated script which
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/// handles most of the AI. The main purpose of this class is to handle
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/// operations and interface to the MemMap used as the core of
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/// the entity's memory.
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class BaseMind : public MemEntity {
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protected:
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/// \brief Memory map of world entities this mind knows about
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MemMap m_map;
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/// \brief World time as far as this mind is aware
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WorldTime m_time;
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public:
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BaseMind(const std::string &, long);
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virtual ~BaseMind();
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/// \brief Accessor for the memory map of world entities
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MemMap * getMap() { return &m_map; }
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/// \brief Accessor for the world time
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WorldTime * getTime() { return &m_time; }
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/// \brief Is this mind active
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bool isAwake() const { return (getFlags() & entity_asleep) == 0; }
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/// \brief Set this mind as inactive
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void sleep() { setFlags(entity_asleep); }
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/// \brief Set this mind as active
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void awake() { resetFlags(entity_asleep); }
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void sightCreateOperation(const Operation &, OpVector &);
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void sightDeleteOperation(const Operation &, OpVector &);
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void sightMoveOperation(const Operation &, OpVector &);
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void sightSetOperation(const Operation &, OpVector &);
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virtual void operation(const Operation &, OpVector &);
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virtual void SightOperation(const Operation &, OpVector &);
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virtual void SoundOperation(const Operation &, OpVector &);
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virtual void AppearanceOperation(const Operation &, OpVector &);
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virtual void DisappearanceOperation(const Operation &, OpVector &);
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virtual void UnseenOperation(const Operation &, OpVector &);
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void callSightOperation(const Operation &, OpVector &);
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void callSoundOperation(const Operation &, OpVector &);
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friend class BaseMindMapEntityintegration;
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};
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#endif // RULESETS_BASE_MIND_H
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